Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -7,9 +7,9 @@ using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -725,24 +725,24 @@ namespace Content.Server.GameObjects.Components.GUI
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}
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}
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void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs eventArgs)
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void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
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{
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if (eventArgs.Part.PartType != BodyPartType.Hand)
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if (args.Part.PartType != BodyPartType.Hand)
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{
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return;
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}
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AddHand(eventArgs.SlotName);
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AddHand(args.Slot);
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}
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void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs eventArgs)
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void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
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{
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if (eventArgs.Part.PartType != BodyPartType.Hand)
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if (args.Part.PartType != BodyPartType.Hand)
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{
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return;
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}
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RemoveHand(eventArgs.SlotName);
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RemoveHand(args.Slot);
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}
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}
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